#include<Renderer.hpp>



void Renderer::Clear()
{
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);
}

void Renderer::Draw(VertexArray& va,IndexBuffer& ib,Shader& shader)
{
    va.Bind();// seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
    ib.Bind();
    glDrawElements(GL_TRIANGLES, ib.GetCount(), GL_UNSIGNED_INT,0);
}